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"The
vision of the developers was that we wouldn’t really be
“collaborating” to compose one score, but instead writing 2 different
scores and that the differences between those scores will support this
deep duality that is central to the new game. I think it is a very
interesting creative idea,..."
- Inon Zur
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The two names behind the musical
voice of the PRINCE OF PERSIA game franchise come together to score
the new, next-gen console version of the game which is set to hit
store-shelves in just a few days. Both INON ZUR and
STUART CHATWOOD share about their histories in the franchise, the
unique challenges provided by this iteration of the game, and their
process for working together. |
CC: You two have both
been a part of the
Prince of Persia
franchise for
sometime. How have
your earlier
involvement and
experiences with this
world and characters
influenced your
writing for this
project?
Inon Zur: It is very
important to be
immersed in the whole
world of PRINCE OF
PERSIA, to know the
history and to evolve
with it. It gives the
music the same depth
as the rest of the
components of the
game. We integrated
some previous themes
to connect the player
with the previous
games, and it helps
evoke the feeling of
“something new is
emerging from
something that we
already know.”
Stuart Chatwood: The
prep work I did prior
to the first games
played a great role
with regards to my
workflow and writing
process on this title.
When I was approached
to score the first
PRINCE OF PERSIA:
SANDS OF TIME, I went
about expanding my
world music CD Library
that I had been
building up over the
prior years. I am a
big believer in
information absorption
on a subconscious
level, so in addition
to my CD collection, I
often found my radio
fixed to Radio Darvish
on the Internet. When
I worked on this title
about 6 years ago, a
big issue was the lack
of good world music
sample libraries, so I
went about augmenting
these with my own
sampled instruments.
From a character
perspective, being
around the Prince all
these years has helped
me with context, and
how individual cues
fit into the grand
scheme of the
franchise.
CC: Stuart, you've
also worked on PRINCE
OF PERSIA scores on
other platforms
(Nintendo DS and PSP)
Do you try to bring
over some of the more
subtle ideas
established in those
games to this game?
Stuart Chatwood: Most
of these games involve
implementation of the
original music form
the console titles, so
most often a bit rate
reduced version of the
original game
soundtrack is
repurposed for the
handheld versions. In
addition to this, midi
translations of my
cues are utilized.
CC: This PRINCE OF
PERSIA is the first
developed for a next-gen
console (Xbox 360,
PS3), how have you
both been able to
musically take
advantage of the
increased "headroom"
these systems provide?
Inon Zur: The music
system has
dramatically changed
and evolved, based on
the new technological
tools that we now
have. This is the
first time we utilize
what we call a
“platforming” system –
a musical cue that has
5 levels of variations
– from very slow and
ambient to full-on
battle. The system is
able to contain all 5
and switch seamlessly
between them based on
what’s happening in
the game. This system
can only be handled by
the new platforms, and
the PRINCE OF PERSIA
developers took full
advantage of it.
Stuart Chatwood: From
a composer's
standpoint, there is
now more music than
ever, with GOD OF WAR being
the best example of
that. From a technical
perspective, there is
much more freedom for
the audio producer to
do real time mixing,
cross fading,
reverberation, spatial
placement with regards
to the implementation
of the music cues. In
the main areas of the
game, there are cues
involving five levels
of intensity, and not
relying on "Stingers"
or "Hits" as the
programmers have a bit
more control over
cross fading.
CC: The visual concept
for this iteration of
PRINCE OF PERSIA is
quite beautiful and
unique from just about
any other game out
there. How did this
affect your
composition style?
Inon Zur: It is very
inspirational, it
combines the power of
“above reality” and
“fairytale-ish”
concept with amazingly
realistic and sharp
visuals. The so called
“richer than life”
visuals are very
demanding from the
sound, and we tried
very hard to step up
to the challenge. The
outcome I think can be
called “the next level
of composition” for
the PRINCE OF PERSIA
world.
Stuart Chatwood: There
is definitely a lush
aspect to this game.
The artwork is truly
inspiring, and without
a doubt, it found its
way into lush
arrangements. The
Prince himself, is
strong and determined,
but has lightness on
his feet, and at
times,
vulnerabilities, so
you'll find the cues
reflecting this,
whereas they feature
strong elements, but
we don't pound the
listener with
relentless "Wagner-ial"
power.
CC: Describe your
collaborative writing
process for this game.
Inon Zur: Actually, we
wrote our scores
separately. The vision
of the developers was
that we wouldn’t
really be
“collaborating” to
compose one score, but
instead writing 2
different scores and
that the differences
between those scores
will support this deep
duality that is
central to the new
game. I think it is a
very interesting
creative idea, and I’m
quite sure that it has
a very strong impact
on the overall sound
in the game.
Stuart Chatwood: I
would describe our
process on this game
as a parallel
collaboration as
opposed to a serial
one, where as we were
writing independently,
but we were aware of
each others cues, with
cohesion of the
soundtrack being the
goal. For example, we
went with one of
Inon's themes for the
title track, so that
set a mood, and a
melodic sensibility
for a number of cues.
On the prior titles,
this differed a bit
where we actually had
some cue that started
of with my music and
ended with Inon's.
CC: What were some of
the unique composing
challenges this game
brought to you?
Inon Zur: For me, it
was to find the right
balance between an
orchestral traditional
music and the Middle
Eastern flavor. Again,
like many other
aspects, this notion
also supports firmly
the whole duality
concept behind this
game.
Stuart Chatwood: One
notable change for me
was that this was the
first game that didn't
feature Simon Pressey
in the audio
department, who
switched companies
early on in the
production cycle.
Simon had a great
insight into the
lineage of the game,
and had a grand view
of things having been
exposed to a lot of
music from other
cultures in his
travels. We built a
new team around
Bénédicte Ouimet,
Simon Landry, and
Mohamed Rabia. All of
them brought a great
amount of new energy,
diverse influences and
a modern music
vocabulary to the
game, and the net
results were great.
CC: Inon, were you
working on this
project simultaneous
to FALLOUT 3? If so,
what's your method of
keeping one project
from "leaking" over
into another?
Inon Zur: Interesting
question. In fact, I
never try to keep one
game away from the
other, because this is
impossible. Rather, I
let each score
fertilize the other
and I trust the
individual hand
writing of each game
to be strong enough to
prevent real
“leakage.” I believe
in being immersed in a
story while composing,
so I feel I’m fully
protected from writing
“Megaton” for a
Persian city, for
example. On the flip
side, some components
that I used in each
game have proven very
effective in the other
when using them
properly in the right
context, so I use this
multi-project writing
as an empowering tool
and not one of
conflict.
CC: Can you compare
and contrast the
actual music for this
PRINCE OF PERSIA
versus previous games:
Sands of Time, Warrior
Within, The Two
Thrones?
Inon Zur: I don’t
think there is really
a specific comparison
or contrast; what we
have is more an
evolution of the
ideas. However, I must
say that this PRINCE
OF PERSIA is the most
romantic and
story-driven of them
all, almost like
Arabian Nights in the
power of the story. No
doubt the story
influenced the score,
and put it on a more
“larger-than-life”
concept rather then
trying to be
realistic.
Stuart Chatwood: Sands
of Time was quite
dreamful, light,
fantasy based, which
included a story line
that involved Indian
characters, which
enabled me to expand
beyond the Persian
musical palette. While
this is my favorite
soundtrack, it doesn't
always fit with the
story line. With the
second game, the
characters went their
darkest, and Ubisoft
went with a heavy
sounding score that
appeared to many to be
at odds with the
franchise. Things got
back on track with The
Two Thrones, and
things have moved
forward with this new
score, pulling
references from Sands
of Time and The Two
Thrones.
CC: Inon and Stuart -
if each had only one
word to describe the
music for PRINCE OF
PERSIA, what would
that be?
Inon Zur: 2 words –
Imagination empowered.
Stuart Chatwood: One
word...hmmm...how
about two...Lush
Power. Sounds like a
70's rock band...hehe.
Maybe Exotic
Grandiosity...that's
better.
CC: Do you each still
have some PRINCE OF
PERSIA music left in
the tank for more of
these games should
they be developed?
Inon Zur: Always!
Stuart Chatwood: I
have a ton of music in
the tank. After
working on eight
different editions of
the game, I think I am
passively always
writing things for the
franchise, so yes, the
tank is full, in fact
the cup, err...tank "overflowith".

*Special thanks to
Greg O'Connor Read at
Top Dollar PR
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